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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Manbearcat" data-source="post: 5979547" data-attributes="member: 6696971"><p>- Due to the finite nature of our perceptions, our simplistic understanding of cause and effect (that is often erroneous), and our bias toward a simplistic model (that fails to quantify and often even recognize external variables such as incomplete/erroneous information and entropy), the demand to simulate complex processes through binary game mechanics seems a reach at best. </p><p></p><p>- Given the above, plus the numerous accepted abstractions, math oddities/kludges, and physical impossibilities embedded within DnD mechanics/lore, it is impossible to use our DnD mechanics to produce a model that possesses internal consistency and fidelity to the real world phenomena it is attempting to simulate.</p><p></p><p>- Action resolution in real life (with real world anecdote) oftentimes involves the simultaneous, passive (or active) symbiosis of multiple skills at one time (Nature, Perception, Athletics, Concentration, Knowledge Local Geography). DnD does not do this well without resultant bogged down table dynamics with an excruciating number of dice rolls/checks. The alternative is to choose a dominant skill and use it as a proxy for the others and use that as the derivation for the resolved action (and the resultant fiction).</p><p></p><p>- Regarding all of the above, it is irrelevant to the driving force and goal of a Skill Challenge. The predicate for Skill Challenges are not to simulate processes. The predicate is "emulate genre tropes and create dynamic, decision-point driven fiction." It is a noncombat scene resolution mechanic used when you have a specific scene in mind that you wish to capture. You use genre logic (hat tip Pemerton) and interpret skill check resolution in ways the emulate the genre and induce tension and dynamism to that end. Further, and this is important, you DO NOT want the results of a singular or a final check to be a linear arbiter of "what results from the scene's success/failure." The success or failure is a product of the aggregation of checks and the emergent fiction follows a marriage of this, the consequences of this and the narrative flow of the framed scene.</p><p></p><p>I'm unconvinced that Nagol's meta-perspective on the mechanics is disconnected from his PCs "awareness."</p><p></p><p>That's the best I can do. I wish I could pare it down further.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 5979547, member: 6696971"] - Due to the finite nature of our perceptions, our simplistic understanding of cause and effect (that is often erroneous), and our bias toward a simplistic model (that fails to quantify and often even recognize external variables such as incomplete/erroneous information and entropy), the demand to simulate complex processes through binary game mechanics seems a reach at best. - Given the above, plus the numerous accepted abstractions, math oddities/kludges, and physical impossibilities embedded within DnD mechanics/lore, it is impossible to use our DnD mechanics to produce a model that possesses internal consistency and fidelity to the real world phenomena it is attempting to simulate. - Action resolution in real life (with real world anecdote) oftentimes involves the simultaneous, passive (or active) symbiosis of multiple skills at one time (Nature, Perception, Athletics, Concentration, Knowledge Local Geography). DnD does not do this well without resultant bogged down table dynamics with an excruciating number of dice rolls/checks. The alternative is to choose a dominant skill and use it as a proxy for the others and use that as the derivation for the resolved action (and the resultant fiction). - Regarding all of the above, it is irrelevant to the driving force and goal of a Skill Challenge. The predicate for Skill Challenges are not to simulate processes. The predicate is "emulate genre tropes and create dynamic, decision-point driven fiction." It is a noncombat scene resolution mechanic used when you have a specific scene in mind that you wish to capture. You use genre logic (hat tip Pemerton) and interpret skill check resolution in ways the emulate the genre and induce tension and dynamism to that end. Further, and this is important, you DO NOT want the results of a singular or a final check to be a linear arbiter of "what results from the scene's success/failure." The success or failure is a product of the aggregation of checks and the emergent fiction follows a marriage of this, the consequences of this and the narrative flow of the framed scene. I'm unconvinced that Nagol's meta-perspective on the mechanics is disconnected from his PCs "awareness." That's the best I can do. I wish I could pare it down further. [/QUOTE]
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